What a Siege is
From Season II, a Siege is a world campaign. Six factions fight over one world map made of 120 hexes in four provinces. You win hexes for your faction one battle at a time, and the faction that wins the most provinces wins the season.
The idea in five lines
Section titled “The idea in five lines”- Every faction starts with only its capital. Every other hex is unclaimed.
- On the war table you call a battle for a hex next to your faction’s land.
- The battle is a short game of Faultline on the battle map of that hex’s province.
- Everyone in a ranked battle sends influence to their own faction. Once an hour, influence settles into the hex, and the faction with the most takes it.
- When a province closes, the faction holding the most of its hexes wins it. Most provinces wins the season.
| A battle | a Short Faultline game: 8 rounds |
| Sizes | 1v1, 2v2 or 3v3 |
| Who can call one | anyone with a faction, on a hex next to their faction’s land |
| What it changes | the hex’s influence, then who holds it |
Numbers from Siege v2 rules. The current values are always on the numbers page.
Ranked and practice
Section titled “Ranked and practice”A battle with real players on both sides is ranked: it sends influence and moves your rating. Add practice bots in the muster and it becomes practice: good for learning a battle map, but it never sends influence, rating or XP.
Teammates can be from different factions. Each player’s influence goes to their own faction.
Next: The war table.